It is a known problem with the present version's (March) material editor. The specular channel should display correctly when inserted into the game world.
Ok, I don't know if this is going to get answered now, but I didn't want to start another post... does the number of collision primitives matter in UDK? I'm guessing yes... reason I'm asking is because every time I import a collision from 3dsMax it divides it into several primitives even if its all one extrude. Any idea why this is happening?
Yeah they are convex... I got in the habit of doing that for the Source engine... No, for some reason no matter what I do, the collisions I create in Max become a bunch of primitives in UDK... For example I just imported a mesh with a single spherical collision mesh and it turned it into 56 primitives. Maybe something with the smoothing groups?
Infact I just tried again using a cube that I segmented 5 times in every direction and then added a spherify modifier to (makes sure its made of even quads) and this just imported as 64 primitives. Smoothing groups didn't make a difference... they effect the collisions in Source that's why I thought of it...
Nope, that didn't work either... that just essentially deleted the collision (there was one but it wasn't the right size or in the right place). I got around it by having the editor auto-generate one for me, but this could be a problem with more complex models... anyone else have any idea why this is happening?
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